Animation scene control method and device, vehicle terminal and storage medium
By responding to animation-triggered events in the smart cockpit to register scene tasks and monitor status, the linkage control between animation and scene is realized, solving the problem of monotonous animation effects in the smart cockpit and improving the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHANGHAI PATEO ELECTRONIC EQUIPMENT MANUFACTURING CO LTD
- Filing Date
- 2024-12-30
- Publication Date
- 2026-06-30
AI Technical Summary
Existing smart cockpit animations are simple and cannot meet the growing needs of users, lacking rich animation and scene interaction experiences.
By registering scene tasks in response to animation trigger events, generating playback signals, and playing animation content according to display rules, and by listening to status, the system achieves联动 control between animation and scene, including the联动 of lighting, sound effects, and seating.
It enables联动 control of animation and scene, provides a rich user experience, and enhances the visual appeal of the smart cockpit.
Smart Images

Figure CN122308980A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to an animation scene control method, device, vehicle terminal, computer-readable storage medium, and computer program product. Background Technology
[0002] To enhance the viewing experience of content in smart cockpits, they are typically equipped with animation display functions. Currently, smart cockpits can usually only achieve some simple animation effects. With the development of intelligent vehicle technology and people's increasing demands, simple animation effects no longer meet user needs. Therefore, providing users with a richer experience beyond animation effects has become an urgent problem to be solved. Summary of the Invention
[0003] This disclosure presents an animation scene control method, device, vehicle terminal, computer-readable storage medium, and computer program product, which can realize the linkage control of animation and scene, and can provide users with a rich experience.
[0004] In a first aspect, embodiments of this disclosure propose an animation scene control method, characterized by comprising: registering a scene task in response to detecting an animation trigger event; generating a playback signal in response to the scene task registration; playing animation content according to a set of display rules in response to the playback signal; monitoring the state of the animation content playback process; and performing scene linkage control based on the state monitoring results.
[0005] In some possible implementations, the above-mentioned state monitoring of the animation content playback process includes: monitoring whether the animation corresponding to the target rule has started playing, and monitoring whether the playback has reached the target progress area.
[0006] In some possible implementations, the above-mentioned scene linkage control based on the state monitoring results includes: generating a scene control signal in response to the monitoring of the animation playback of the target rule and the playback reaching the target progress area; and invoking a preset scene linkage rule according to the scene control signal to realize scene linkage control.
[0007] In some possible implementations, the method provided by the first aspect further includes: in response to scene task registration, determining the target rules and target progress areas where scene linkage exists based on the scene task.
[0008] In some possible implementations, the scene control signal includes a control signal for at least one component; the at least one component is a part inside the vehicle.
[0009] In some possible implementations, at least one component includes: a speaker assembly and / or an ambient lighting assembly and / or a seat.
[0010] In some possible implementations, the animation trigger event is a trigger event for a target view element, which is contained within a target application window. Playing the animation content according to the display rule set includes: playing the animation content by an animation window layer according to the display rule set; the animation window layer is created before the animation trigger event occurs, and its layer is higher than the layer containing the target application window and other application windows; the display effect range corresponding to the animation at least covers the target application window, or at least covers the target application window and at least one other application window.
[0011] In some possible implementations, the set of display rules includes: animation window rules for constraining the properties of the animation window layer; global animation rules for constraining the playback properties of the animation content and managing the animation playback process; background display rules for constraining the background display method of the animation window layer; and view mapping rules for constraining the animation content mapped to view objects. The animation window layer includes view objects, which are created by the animation window layer before the animation trigger event occurs. The target rules include at least one of the animation window rules, global animation rules, background display rules, or view mapping rules.
[0012] In some possible implementations, playing animation content according to the set of display rules includes: configuring the properties of the animation window layer according to the animation window rules; configuring the playback properties of the animation content and managing the animation playback process according to the global animation rules; adjusting the background display of the animation window layer according to the background display rules; and mapping the view objects in the animation window layer to the specified target objects according to the view mapping rules.
[0013] In some possible implementations, before performing state monitoring on the playback process of the animation content as described above, the method provided by the first aspect further includes: adding animation window rule state monitoring events and assigning a first monitoring label; adding global animation rule state monitoring events and assigning a second monitoring label; adding background display rule state monitoring events and assigning a third monitoring label; and adding view mapping rule state monitoring events and assigning a fourth monitoring label.
[0014] Secondly, this disclosure provides an animation scene control device, comprising: an animation window layer, the animation window layer including a motion effect management module, a scene listener, and a scene controller; the motion effect management module is used to register a scene task with the scene listener in response to detecting an animation trigger event; the scene listener is used to generate a playback signal in response to the scene task registration; the animation window layer is used to play animation content according to a set of display rules after receiving the playback signal; the scene listener is also used to monitor the status of the playback process of the animation content; and the scene controller is used to perform scene linkage control based on the status monitoring results.
[0015] In some possible implementations, the scene listener is also used to: in response to scene task registration, determine the target rules and target progress areas where scene linkage exists, based on the scene task.
[0016] In some possible implementations, when the scene listener monitors the status of the animation content during playback, it is used to perform: listening to whether the animation corresponding to the target rule has started playing, and listening to whether the playback has reached the target progress area.
[0017] In some possible implementations, the scene controller performs scene linkage control based on the state monitoring results, which is used to: generate a scene control signal in response to the monitoring of the animation playback of the target rule and the playback reaching the target progress area; and call a preset scene linkage rule according to the scene control signal to realize scene linkage control.
[0018] Thirdly, embodiments of this disclosure provide a vehicle-mounted terminal, which includes: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, which, when executed by the at least one processor, enable the at least one processor to implement the animation scene control method as described in any implementation of the first aspect.
[0019] Fifthly, embodiments of this disclosure provide a non-transitory computer-readable storage medium storing computer instructions that enable a computer to implement the animation scene control method as described in any implementation of the first aspect.
[0020] In a sixth aspect, embodiments of this disclosure provide a computer program product including a computer program that, when executed by a processor, can implement the animation scene control method as described in any implementation of the first aspect.
[0021] It should be understood that the description in this section is not intended to identify key or essential features of the embodiments of this disclosure, nor is it intended to limit the scope of this disclosure. Other features of this disclosure will become readily apparent from the following description.
[0022] According to the technical solution of this disclosure embodiment, scene task registration is performed in response to the detection of an animation trigger event, playback status is monitored during the playback of animation content, and scene linkage control is performed based on the status monitoring results. In this way, scene effect is achieved at the same time as animation effect through scene task registration and animation playback status monitoring, and linkage control between animation and scene can be realized, which can provide users with a rich experience. Attached Figure Description
[0023] Other features, objects, and advantages of this disclosure will become more apparent from the following detailed description of non-limiting embodiments with reference to the accompanying drawings:
[0024] Figure 1 A flowchart of an animation scene control method provided in this embodiment of the disclosure;
[0025] Figure 2 A flowchart of another animation scene control method provided in this disclosure embodiment;
[0026] Figure 3 A schematic diagram of a display hierarchy provided in an embodiment of this disclosure;
[0027] Figure 4 A flowchart illustrating yet another animation scene control method provided in this disclosure embodiment;
[0028] Figure 5 A structural block diagram of an animation scene control device provided in this disclosure embodiment;
[0029] Figure 6 This is a schematic diagram of the structure of an electronic device suitable for executing an animation scene control method, provided in an embodiment of this disclosure. Detailed Implementation
[0030] To better understand this application, various aspects of this application will be described in more detail with reference to the accompanying drawings. It should be understood that these detailed descriptions are merely illustrative of exemplary embodiments of this application and are not intended to limit the scope of this application in any way. Throughout the specification, the same reference numerals refer to the same elements. The expression "and / or" includes any and all combinations of one or more of the associated listed items.
[0031] It should be understood that expressions such as "comprising," "including," "having," "containing," and / or "comprising" are open-ended rather than closed-ended expressions in this specification, indicating the presence of the stated features, elements, and / or components, but not excluding the presence of one or more other features, elements, components, and / or combinations thereof. Furthermore, when expressions such as "at least one of..." appear after a list of listed features, they modify the entire list of features, not just individual elements in the list. Additionally, when describing embodiments of this application, the word "may" is used to mean "one or more embodiments of this application." And the term "exemplary" is intended to refer to examples or illustrations.
[0032] Unless otherwise specified, all terms used herein (including engineering and technical terms) shall have the same meaning as commonly understood by one of ordinary skill in the art to which this application pertains. It should also be understood that, unless expressly stated herein, terms defined in common dictionaries shall be interpreted as having the meaning consistent with their meaning in the context of the relevant art, and not as having an idealized or overly formalized meaning.
[0033] It should be noted that, unless otherwise specified, the embodiments and features described in this application can be combined with each other. Furthermore, unless explicitly limited or contradicted by the context, the specific steps included in the methods described in this application are not limited to the order in which they are described, but can be performed in any order or in parallel. This application will now be described in detail with reference to the accompanying drawings and embodiments.
[0034] The animation scene control method disclosed in this application is applied to an in-vehicle terminal, which is equipped with an operating system. It can also be applied to other smart devices with operating systems. In this application embodiment, when the operating system starts, a specific application service is run. This specific application service is a system application, pre-created by the developer, and can listen to (or monitor) whether the system initialization is complete, listen to the creation of various application windows, listen to various animation trigger events, and listen to the playback process of animation content.
[0035] Specific application services can create animation window layers after system startup, or, to avoid increasing the load during system startup, they can create animation window layers when a specific application window is created. As long as these layers are created before the animation trigger event occurs, it's fine to prevent situations where subsequent animation playback cannot be implemented through the animation window layer in time.
[0036] Once the animation window layer is established, all subsequent animation scene control processes are executed by the animation window layer.
[0037] Please refer to Figure 1 , Figure 1 A flowchart of an animation scene control method provided in this embodiment of the disclosure, wherein the execution subject is an animation window layer, and process 100 includes the following steps:
[0038] Step 101: In response to the detection of an animation trigger event, register the scene task.
[0039] Optionally, the animation trigger event is a trigger event for a target view element that is contained within the target application window.
[0040] As an example, the in-vehicle terminal displays one or more application windows. Each application window includes at least one view element. A view element can be understood as a display interactive element, also known as a view control, such as a button, icon, etc. When a user touches a view element in an application window, the application window containing the touched view element becomes the target application window mentioned above. Animation trigger events refer to operation events that require displaying animation effects due to clicking, long-pressing, or other external factors (such as Bluetooth connection) on view elements in the application window. After a user touches a view element in the target application window, it sends information to the animation window layer. The animation window layer can determine whether the view element is configured with animation through its properties. If the view element is configured with animation, it can be determined that an animation trigger event has been detected.
[0041] It should be noted that the application windows mentioned above are not limited to the windows of a specific application. They can also be windows of the application center, windows of SmartDock (an open-source application), etc., covering various windows located in the control interaction layer, which will not be listed here.
[0042] It should be understood that, without departing from the teachings of this application, the animation window layer may also detect animation triggering events in other ways, and this application does not impose any restrictions on this.
[0043] Optionally, scene tasks may include a set of display rules and scene linkage rules.
[0044] Optionally, scene linkage rules may include, but are not limited to, at least one of the following: lighting linkage rules, sound effect linkage rules, and seat linkage rules. For example, lighting linkage rules include scene linkage control rules related to lighting, sound effect linkage rules include scene linkage control rules related to sound effects, and seat linkage rules include scene linkage control rules related to seats.
[0045] Optionally, the scene linkage rules also include limitations on the target progress area and target rules. That is, the scene linkage rules are also used to pre-set constraints for inserting lighting and / or sound effects and / or seat linkage control within which progress area of which animation playback process.
[0046] For example, scene linkage rules include, but are not limited to, at least one of the following: playing sound effects when the animation enters, controlling ambient light flashing based on jitter animation, controlling the timing of ambient light flashing based on the start and end points of the parabola of the animation's entry, controlling the gradient color of ambient light based on the background color of the animation, and controlling seat vibration based on jitter animation, etc.
[0047] For example, scene task registration by the animation window layer includes generating and registering scene tasks based on animation trigger events. Alternatively, scene task registration by the animation window layer includes obtaining scene tasks based on user-defined operations and registering them.
[0048] For example, the display rule set is used for animation playback, and the scene linkage rules are used for scene-linked control with the played animation. For instance, scene linkage rules corresponding to a 3D touch animation may include playing a sound effect when the animation enters, controlling ambient light flashing based on jitter animation, and controlling seat jitter. For instance, scene linkage rules corresponding to a parabolic animation may include playing a sound effect when the animation enters and controlling the timing and gradient color of ambient light flashing based on the start and end points of the parabola of the animation's entry. For instance, scene linkage rules corresponding to an application launch / close animation may include playing a sound effect when the application launches / closes and controlling the ambient light color based on the application's background color.
[0049] For example, users can set scene linkage rules through a custom interface, such as sound effect control, lighting control, and / or seat control linked to animations (or animation effects). The animations can be pre-configured or custom animations.
[0050] In one embodiment, when registering scene tasks, a preset set of display rules and scene linkage rules can be obtained.
[0051] Step 102: In response to scene task registration, generate a playback signal.
[0052] For example, in response to the completion of scene task registration, a playback signal is generated, and the animation content is subsequently played.
[0053] Step 103: In response to the playback signal, play the animation content according to the set of display rules.
[0054] Optionally, each application window includes at least one view element, and the animations configured for each view element may include pre-configured animations and custom animations. The set of display rules for pre-configured animations can be generated based on pre-configured configuration data. For example, developers can configure data for the implementation of some common animations (such as parabolic animations, application startup animations, application shutdown animations, etc.) to obtain pre-configured configuration data. The in-vehicle terminal can store the set of display rules for such common animations based on the pre-configured configuration data, i.e., the set of display rules for pre-configured animations. In response to a user triggering a pre-configured animation, the animation window layer can play the animation based on the set of display rules for pre-configured animations. The set of display rules for custom animations can be generated based on configuration data obtained after receiving feedback prompts. These prompts can be used to prompt the user to configure the rules for custom animations. For example, after detecting a user's request for custom animation configuration, the in-vehicle terminal can provide feedback prompts that prompt the user to configure the rules for custom animations. Based on these prompts, the user can configure the various rules in the set of display rules for custom animations to subsequently generate the custom animation.
[0055] It should be understood that, without departing from the teachings of this application, prompts may be delivered to the user in various forms, such as through voice or a pre-configured window, and this application does not impose any restrictions on this.
[0056] In some embodiments, the set of display rules includes at least one of animation window rules, global animation rules, background display rules, and view mapping rules. Animation window rules are used to constrain the properties of the animation window layer. Global animation rules are used to constrain the playback properties of the animation content and manage the animation playback process. Background display rules are used to constrain the background display method of the animation window layer. View mapping rules are used to constrain the animation content mapped to view objects.
[0057] For example, the animation window layer includes view objects, which are created by the animation window layer before the animation trigger event occurs. This way, the animation can be played promptly after the animation trigger event is detected.
[0058] For example, animation window rules mainly indicate the values of the properties of the animation window layer corresponding to the animation, such as window size, display coordinates, window level, window event interception, entrance animation, and exit animation.
[0059] Optionally, the properties of the constrained animation window layer may include interception properties. These interception properties can be used to indicate whether to intercept certain pre-defined interactive events, reducing the likelihood of animation interruptions caused by user actions on the page during playback.
[0060] Optionally, the properties of the animation window layer may also include at least one of the following: the window size of the animation window layer, the display coordinates of the animation window layer, the display level of the animation window layer, the entrance animation of the animation window layer, and the exit animation of the animation window layer. Among these, the window size controls the window size of the animation window layer, the display coordinates control the display position of the animation window layer, the display level can be used to adjust the display level of the animation window layer, and the entrance and exit animations can adjust the entrance and exit methods of the animation window layer. This application does not limit the property settings of the animation window layer.
[0061] The properties of the animation window layer can be configured to pre-set default values during the creation of the animation window layer, and can be adjusted based on the set of display rules corresponding to the triggered animation.
[0062] It should be understood that, without departing from the teachings of this application, the properties of the animation window layer may also be adjusted at other times. For example, after the animation window layer is created, the user may open the property configuration interface of the animation window layer to adjust its properties. This application does not restrict the timing and method of adjusting the properties of the animation window layer.
[0063] For example, global animation rules can constrain the playback properties of animation content and manage the animation playback process by configuring at least one of the following parameters: animation playback type, animation playback time, animation interpolator parameters, and animation playback count. For instance, global animation rules are primarily used to control some parameters of view objects or animation window layers to constrain the playback properties of animation content and manage the animation playback process, controlling the animation effects. For example, one or more parameters in transparency, scaling, rotation, movement, background color, and reveal animations can be configured to customize the current and target properties; the animation time, animation interpolator, and animation execution count can be configured; whether the animation is restored after execution can be determined; and interfaces for animation start, animation process, and animation end can be provided. Furthermore, global animation rules can also configure the execution method of animations corresponding to animation trigger events, such as executing all animations together or sequentially, and provide interfaces for managing animation start, animation process, and animation end.
[0064] For example, the animation background can be controlled by configuring background display rules, such as background color, Gaussian blur display, etc.
[0065] For example, by configuring view mapping rules, one can control whether a view object is mapped to a specified image for animation, or whether a view object is mapped to a new view object containing functional logic, and then the mapping is sent back to the caller via an interface callback. The caller can be the program that triggers the operation of mapping the view object containing functional logic to a view object for animation.
[0066] For example, by configuring the above rules, common animation effects can be achieved, such as 3D touch animation effects, parabolic animation effects, and application startup / shutdown animation effects.
[0067] To make it easier to understand, the following example illustrates how to achieve the above animation effect through rule configuration.
[0068] For example, to achieve 3D touch animation effects, the animation window rules can be set as follows: window size (window size) can be set to full screen, display coordinates can be set to the top left corner of the screen, no window entry and exit animations, and window hierarchy can be set to floating window type; the global animation rules can be set to: jitter 30 degrees clockwise or counterclockwise, animation time can be set to 300ms, and the number of executions can be, for example, 3 times; the background display rules can be set to Gaussian blur display; the icon can be set to map the view object to an image, and the option can be set to a new view object containing functional logic, which is returned to the caller through an interface callback.
[0069] It should be understood that, without departing from the teachings of this application, those skilled in the art can also achieve different animation effects by changing the animation window rules, global animation rules, background display rules and view mapping rules, and can make custom animation effect settings accordingly. This application does not limit the animation effects.
[0070] The animation window layer can call the interfaces of each animation to play the animation, and play the animation content based on the display rule set corresponding to each animation (animation effect) to achieve various animation effects.
[0071] Step 104: Monitor the status of the animation playback process.
[0072] In some embodiments, the method provided in this disclosure may further include: in response to scene task registration, determining target rules and target progress areas with scene linkage based on the scene task. For example, after the animation window layer registers a scene task, it determines the target rules and target progress areas corresponding to that scene task. The target rules and target progress areas have scene linkage, which may include: linkage between animation playback and sound effects, seat and / or lighting effects. This disclosure does not limit the execution timing of the determined target rules and target progress areas; for example, it can be completed before the status monitoring of the animation content playback process.
[0073] Optionally, the target rule may include at least one of the following: animation window rule, global animation rule, background display rule, or view mapping rule.
[0074] Optionally, the target progress area can refer to the progress area of animation content that is linked to the scene. For example, taking the parabolic entrance animation as an example, the target progress area can include the starting point and the ending point of the parabola of the entrance animation.
[0075] In some embodiments, step 204 above, which involves monitoring the playback status of the animation content, may include: monitoring whether the animation corresponding to the target rule has started playing, and monitoring whether the playback has reached the target progress area.
[0076] For example, the animation window layer, based on target rules and target progress areas that enable scene interaction, listens to whether the animation corresponding to the target rule has started playing, and listens to whether it has reached the target progress area. The target rules and target progress areas are used for scene interaction control.
[0077] Step 105: Perform scene linkage control based on the status monitoring results.
[0078] For example, the animation window layer plays animation content according to the display rules set, listens to the status of the animation content during the playback process, and performs scene linkage control based on the status listening results to realize the linkage between animation and hardware scenes such as sound effects, lighting and / or seats.
[0079] In some embodiments, step 205 of performing scene linkage control based on the state monitoring result may include: generating a scene control signal in response to the monitoring of animation playback of the target rule and playback to the target progress area; and calling a preset scene linkage rule according to the scene control signal to realize scene linkage control.
[0080] For example, when the animation window layer detects the playback of an animation rule and reaches the target progress area of that animation window rule, it generates a scene control signal. Based on the scene control signal, it calls the preset scene linkage rule associated with the animation window rule to achieve scene linkage control. Similarly, when the animation of a global animation rule is detected and reaches the target progress area of that global animation rule, a scene control signal is generated. Based on the scene control signal, it calls the preset scene linkage rule associated with the global animation rule to achieve scene linkage control. Likewise, when the animation of a background display rule is detected and reaches the target progress area of that background display rule, a scene control signal is generated. Based on the scene control signal, it calls the preset scene linkage rule associated with the background display rule to achieve scene linkage control. Finally, when the animation of a view mapping rule is detected and reaches the target progress area of that view mapping rule, a scene control signal is generated. Based on the scene control signal, it calls the preset scene linkage rule associated with the view mapping rule to achieve scene linkage control.
[0081] Optionally, the scene control signals include control signals for at least one component, where the at least one component is a part inside the vehicle. By controlling the parts inside the vehicle through the scene control signals, it is possible to achieve linkage between animation effects and hardware scenes, providing users with a rich experience.
[0082] Optionally, at least one component includes: a speaker assembly and / or an ambient lighting assembly and / or a seat.
[0083] For example, control signals can be used to control the speaker assembly to start playback, pause playback, and end playback after a certain duration; they can be used to control the ambient lighting assembly's color, gradient effect, end, flashing duration, and scrolling light effects; and / or, they can be used to control seat vibration, height adjustment, forward and backward adjustment, and vibration duration.
[0084] The method provided in this disclosure registers scene tasks in response to the detection of an animation trigger event, listens to the playback status during the playback of animation content, and performs scene linkage control based on the status listening results. In this way, by registering scene tasks and listening to the animation playback status, scene effects can be achieved at the same time as animation effects, and linkage control between animation and scene can be realized, which can provide users with a rich experience.
[0085] Please refer to Figure 2 , Figure 2 This is a flowchart of another animation scene control method provided in an embodiment of this disclosure, wherein the execution entity is the animation window layer. Figure 2 The provided method can be used with Figure 1 The provided methods can be used in combination, for example, steps 201-204 below can be executed before the status monitoring of the animation content playback process, wherein process 200 includes the following steps:
[0086] Step 201: Add a state listener event for the animation window rule and assign it the first listener tag.
[0087] For example, before listening to the status of the animation content during playback, add an animation window rule status listener event and assign a first listener tag.
[0088] For example, add state listener events to the animation window for adjusting window size, display coordinates, window hierarchy, window event interception, and entrance and exit animations, and assign the first listener tag.
[0089] Step 202: Add a global animation rule state listener event and assign a second listener tag.
[0090] For example, add state listener events to each group of animation progress and animation execution attributes (such as synchronization, sequence, etc.) in the global animation rules, and assign a second listener tag.
[0091] Step 203: Add a background display rule status listener event and assign a third listener tag.
[0092] For example, set state listener events for background color and Gaussian blur display in the background display rules, and assign a third listener label.
[0093] Step 204: Add a view mapping rule state listener event and assign a fourth listener tag.
[0094] For example, set a state listener event for the view mapping in the view mapping rule and assign a fourth listener label.
[0095] Optionally, the execution order of steps 201-204 is not limited in the embodiments disclosed herein.
[0096] Optionally, monitoring the playback status of the animation content may include: monitoring the playback of the animation content based on the animation window rules using the animation window rule status monitoring event and the first monitoring tag; monitoring the playback of the animation content based on the global animation rules using the global animation rule status monitoring event and the second monitoring tag; monitoring the playback of the animation content based on the background display rule status monitoring event and the third monitoring tag; and monitoring the playback of the animation content based on the view mapping rule status monitoring event and the fourth monitoring tag.
[0097] By adding state listener events to at least one of the animation window rules, global animation rules, background display rules, and view mapping rules, and assigning listener tags, the playback process of the animation content can be monitored based on each listener tag. This makes the monitoring more accurate, and the scene linkage control based on the state listener results is also more accurate, resulting in more accurate scene linkage effects and improved user experience.
[0098] In some embodiments, step 103 above, which involves playing animation content according to a set of display rules, may include: playing animation content by the animation window layer according to the set of display rules.
[0099] For example, the animation window layer is created before the animation trigger event occurs. The animation window layer is at a higher level than the target application window and the other application windows. The display effect of the animation covers at least the target application window, or at least the target application window and at least one other application window.
[0100] The animation window layer is positioned higher than the target application window and other application windows, allowing the content of the animation window layer to cover the target application window and other application windows during display. This ensures that the display effect of the animation covers at least the target application window, or at least the target application window and at least one other application window, preventing the interface of the target application window and other application windows from covering the animation display and enabling cross-layer display of the animation.
[0101] In some technologies, smart cockpits use official interfaces at the current level to create animation effects. However, in more complex scenarios, limitations imposed by the layer of view elements and the area of the parent view prevent the animation from being completed. When there are many views or layers requiring animation, it's impossible to complete the animation within the same layer, resulting in a poor user experience. In the embodiments of this application, animation playback is achieved through a separate animation window layer. The views requiring animation are projected onto this animation window layer, and the projected views undergo unified animation processing. This allows animations triggered on view elements at various levels to play on this animation window layer, thus helping to solve the problem of animation playback failure caused by limitations in the animation view layer and reducing the difficulty of completing animation effects within the same layer when there are many views or layers requiring animation.
[0102] In some embodiments of this application, the animation window layer may be positioned above the control interaction layer of the smart cockpit's operating system. For example, Figure 3 This is a schematic diagram of the display hierarchy according to the first embodiment of this application. The window display hierarchy of the smart cockpit may include an animation window layer 301, a control interaction layer 302, and a bottom system window layer 303. The animation window layer 301 is a window layer created in the embodiments of this application for playing animations. The control interaction layer 302 can be used to monitor how individual controls in the interface are operated by the user, such as button clicks, list item scrolling, etc., and can also be used to monitor animation trigger events. In some embodiments, each application window is located in the control interaction layer 302. Animation trigger events refer to operation events that require displaying animation effects due to clicking, long-pressing, or other external factors (such as Bluetooth connection) on view elements in a certain application window. The bottom system window layer 303, also known as the system window layer, can be used to provide a container for other applications or services to add display windows. Figure 3As shown, among the animation window layer 301, the control interaction layer 302, and the underlying system window layer 303, the display level of the animation window layer 301 can be higher than that of the control interaction layer 302, and the display level of the control interaction layer 302 can be higher than that of the underlying system window layer 303. This reduces the likelihood of the animation to be played within the animation window layer 301 being obscured by the control interaction layer 302 and / or the underlying system window layer 303.
[0103] According to some embodiments of this disclosure, after an animation triggering event is detected, the animation corresponding to the animation triggering event can be played through the animation window layer. Since the animation window layer is at a higher level than the target application window and other application windows, the animation played by the animation window layer can be displayed across at least the target application window, so that the display effect corresponding to the animation covers the target application window and even other application windows, which helps to solve the problem of animation playback failure caused by animation view layer limitations.
[0104] In some embodiments, step 103 above, which plays animation content according to a set of display rules, includes: configuring the properties of the animation window layer according to animation window rules; configuring the playback properties of the animation content and managing the animation playback process according to global animation rules; adjusting the background display of the animation window layer according to background display rules; and mapping the view objects in the animation window layer to specified target objects according to view mapping rules.
[0105] For example, after configuring the attributes of the animation window layer, the vehicle terminal can map the view objects in the animation window layer to specified animation content based on a set of display rules. The mapped animation content can be a specified image or a specified view containing functional components. Then, based on the set of display rules, the view objects are controlled to change according to the defined rules to form the animation.
[0106] In some implementations, the method provided in this disclosure may further include: creating an animation window layer for playing an animation, and creating a view object in the animation window layer for mapping animation content.
[0107] For example, the vehicle-mounted terminal can create a global window as an animation window layer when the system starts up, and load the default information of the animation window layer's properties. The vehicle-mounted terminal can define the above properties as configurable items so that the properties of the animation window layer can be configured later based on the animation that needs to be displayed. After creating the animation window layer, the vehicle-mounted terminal can also create a view object in the animation window layer to map the animation content. This view object can project the view of the animation to be executed during subsequent animation playback.
[0108] Optionally, the view objects in the animation window layer are created by the animation window layer before the animation trigger event occurs. Because the view objects are created before the animation trigger event occurs, the response time from detecting the animation trigger event to the animation playing is shortened, animation playback is achieved faster, and the user experience is improved.
[0109] It should be understood that, without departing from the teachings of this application, the animation window layer and view object may also be created at other times, such as when an application window is opened. The creation times may be the same or different. For example, the animation window layer may be created when the system starts, and the view object may be created when an application window is opened. This application does not limit the creation times of the animation window layer and view object.
[0110] In some embodiments of this application, the vehicle-mounted terminal can hide the animation window layer after the animation playback is complete. The handling of view objects within the animation window layer can be configured as needed. Some examples of these handling methods are described below.
[0111] In some implementations, the vehicle-mounted terminal can clear the view objects within the animation window layer after the animation playback is complete. In this example, promptly clearing the view objects created in the animation window layer during the current animation playback can reduce memory consumption.
[0112] In other implementations, after the animation playback is complete, the vehicle terminal can determine whether the view object of the configured animation window layer exists in the historical cache set; if it is determined that it does not exist, the view object is cached. The cached view object can be quickly called to play the animation after the same animation triggering event occurs again, without having to reconfigure the animation window layer.
[0113] For example, after the animation finishes playing, the vehicle terminal can determine whether to cache the view object used during the animation playback in the animation window layer based on whether the view object has been cached before. For instance, the vehicle terminal can determine whether the view object is the same view object as the view object in the historical cache collection based on the view object's label, and then determine whether the view object has been cached. In this implementation, view objects in the historical cache collection can be directly called when the same view element is triggered by the same animation, without the need to re-configure the view object mapping in the animation window layer, thus speeding up the animation response.
[0114] It should be understood that, without departing from the teachings of this application, the label of a view object can be determined based on factors such as animation trigger events. As an example, the vehicle terminal can determine the label of the view object based on the label of the target view element to which the animation trigger event is applied. For example, the label of the target view element can be used as the label of the view object, or the label of the target view element can be combined with the label of the operation performed on the target view element to obtain the label of the view object. This application does not limit the method of determining the label of a view object.
[0115] Optionally, after the animation playback is complete, the vehicle terminal can also clear the objects generated by the display rule set of the animation corresponding to the animation triggering event. For example, objects generated based on animation window rules (such as window size, display coordinates, interception attributes, window animation, etc.), objects generated based on global animation rules (such as animation list, etc.), objects generated based on background display rules (such as background color, Gaussian blur effect, etc.), and objects generated based on view mapping rules (such as view and corresponding view attributes, etc.).
[0116] In some embodiments, the properties of the animation window layer may include interception properties. The vehicle terminal may also, in response to detecting touch data during animation playback in the animation window layer, determine whether to intercept the touch data based on the interception properties of the animation window layer. In other words, the vehicle terminal can determine whether to intercept certain touch data during animation playback based on the interception properties in the properties of the animation window layer corresponding to the animation, thereby achieving the purpose of intercepting and controlling external interactive events during animation playback. Touch data is data generated when interactive events occur, including events generated by user gestures, clicks, and other operations. Intercepting touch data means not sending the touch data to the control interaction layer, so that the control interaction layer will not respond to the touch data, thus avoiding interruption of the animation process.
[0117] The following is based on Figure 3 This example illustrates the principle of intercepting touch data in an animation window layer. Figure 3As shown, the display layer of animation window layer 301 is higher than that of control interaction layer 302. During animation playback in animation window layer 301, if a user performs a touch operation to generate touch data, because the display layer of animation window layer 301 is higher than that of control interaction layer 302, the interaction operation must pass through animation window layer 301 to reach control interaction layer 302. If the interception attribute of animation window layer 301 is configured to intercept the touch data, the touch data is intercepted in animation window layer 301 and cannot be passed through to control interaction layer 302. If the interception attribute of animation window layer 301 is configured not to intercept the touch data, the touch data will be transmitted through animation window layer 301 to control interaction layer 302, and control interaction layer 302 will respond based on the touch data, which may interrupt the animation playback process.
[0118] In some embodiments, the interception attribute of the animation window layer can indicate whether all interactive operations are intercepted. For example, an attribute value of 1 indicates that touch data corresponding to all interactive operations is intercepted, while an attribute value of 0 indicates that touch data is not intercepted. In this case, the vehicle terminal can determine whether to intercept the touch data after detecting it.
[0119] In some embodiments, the interception attribute of the animation window layer can also indicate targeted interception of certain interactive operations. For example, various types of touch data can be numbered or named. The attribute value of the interception attribute of the animation window layer can be the number or name of the touch data corresponding to the interactive operation that needs to be intercepted. If the attribute value is empty, it means that no interception is required. As an example, if it is necessary to intercept data generated by user click operations, the interception attribute value corresponding to the user click operation data is set to 1 in the interception attribute of the animation window layer; if it is not necessary to intercept data generated by user click operations, the interception attribute value corresponding to the user click operation data is set to empty in the interception attribute of the animation window layer. In this case, after the vehicle terminal detects touch data during animation playback, it can determine whether the interactive operation corresponding to the touch data needs to be intercepted based on the interception attribute. If it is determined to be yes, the touch data is intercepted; if it is determined not to be yes, the touch data is not intercepted.
[0120] It should be understood that, without departing from the teachings of this application, interception attributes can be matched in other ways, and this application does not restrict the configuration of interception attributes for the animation window layer.
[0121] In some embodiments, the interception attributes of the animation window layer can be set to whether to intercept interactive events based on the animation style corresponding to each animation. The animation style can refer to the animation rendering effect. If the animation style corresponding to a certain animation is very cool and attractive, touch data can be intercepted for that animation to avoid interrupting the animation process. The interception attributes corresponding to each animation style can be predefined by the user or developer, thus giving each animation a preset attribute for whether to intercept touch data. For example, setting the attribute value to empty means that touch data is not intercepted during the playback of that animation. This embodiment does not limit the configuration of the interception attributes of the animation window layer.
[0122] The interception methods described in the above embodiments can be used in combination. For example, if the animation style is cool and attractive or the user-defined animation cannot be interrupted, all touch data of interactive operations can be intercepted. If the animation style is ordinary or the user-defined animation can be interrupted, touch data of some interactive operations can be intercepted.
[0123] To facilitate understanding, the following is an exemplary description of the process of implementing animation playback based on the above animation effects.
[0124] Figure 4 This is a timing diagram illustrating the animation scene control process according to some embodiments of this application. In some embodiments, the execution entity of the method provided in this disclosure may be an in-vehicle terminal or the operating system of the in-vehicle terminal; further, it may be an animation window layer created by a specific application service in the operating system. The animation window layer is created by a specific application service, which belongs to the system application of the operating system. This specific application service is pre-created by the developer and can listen for whether the operating system initialization is complete, listen for the creation of each window, and listen for various animation trigger events after the operating system starts. In the embodiments of this application, the animation window layer creates the view object before the animation trigger event occurs. In some embodiments, all attributes of the entire target view element, such as animation attributes (including translation, rotation, fading, scaling, flipping, etc.), can be directly copied, and the copied animation attributes are projected onto the view object of the animation window layer.
[0125] In some embodiments, during animation playback, the animation effects of the target view element itself presented in the target application window can be hidden, and the animation process can be presented only through the view object.
[0126] like Figure 4As shown in the figure, to implement the management of each rule, a specific application service 410 creates an animation window layer 420, which includes an animation effect management component 421, a scene controller 422, a scene listener 423, an animation window rule management component 424, a global animation rule management component 425, a background display rule management component 426, and a view mapping rule management component 427.
[0127] This process can be used in various scenarios. For example, taking the operating system of a vehicle-mounted terminal as the execution subject, it is possible to implement scene task registration after long-pressing an application icon (icon) or widget in the intelligent cockpit application center. It is possible to implement a 3D touch animation effect after long-pressing an application icon (icon) or widget in the intelligent cockpit application center. Specifically, there is a jitter effect on the icon or widget at the finger position and the rest of the background needs to be Gaussian blurred. It is possible to implement an icon or widget transition effect when clicking to start an application in the intelligent cockpit. Specifically, after clicking, the icon needs to scale from all positions of the icon to the full-screen size and then gradually fade out to display the app page. It is possible to add an icon or widget to other areas by clicking in the edit mode of the application center in the intelligent cockpit. Specifically, there are two areas in the current scene, one is the application center area and the other is the target area to be added. The target area has a higher level than the application center area. After clicking to add, it is necessary to execute a parabolic animation from the application area to the target area for display, and a set of display rules corresponding to the parabolic animation effect can be adopted. It is possible to implement scene linkage in response to detecting a target rule and a target progress area during the animation playback, so as to realize the linkage of the seat, sound, and / or light with the animation. For another example, during the animation process, it is necessary to intercept touch interactions to avoid interrupting the animation and reducing the user experience, or in complex linkage scenarios with more views or higher levels, this solution can be adopted.
[0128] Exemplarily, the animation scene control process may include the following steps:
[0129] Step 4001, the specific application service 410 initializes the scene controller 422.
[0130] Exemplarily, after the operating system is started, the specific application service 410 can notify the scene controller 422 of the animation window layer 420 to be initialized, set it to be empty or set to the default value, and define it as a configurable item.
[0131] Step 4002, the specific application service 410 initializes the scene listener 423.
[0132] For example, after the operating system starts, a specific application service 410 can notify the scene listener 423 of the animation window layer 420 to initialize, set it to null or set it to the default value, and define it as a configurable item.
[0133] Step 4003, Scene Listener 423 initializes animation window rules.
[0134] For example, scene listener 423 initializes the listening to animation window rules, which can notify the animation window rule management component 424 of the animation window layer 420 to initialize the listening data of the animation window rules, set it to null or set it to the default value, and define it as a configurable item.
[0135] Step 4004, Scene Listener 423 initializes global animation rules.
[0136] For example, scene listener 423 initializes the listening to global animation rules, which can notify the global animation rule management component 425 of animation window layer 420 to initialize the listening data of global animation rules, set it to null or set it to the default value, and define it as a configurable item.
[0137] Step 4005, Scene Listener 423 initializes background display rules.
[0138] For example, scene listener 423 initializes the listening for background display rules, which can notify the background display rule management component 426 of animation window layer 420 to initialize the listening data for background display rules, set it to null or set it to the default value, and define it as a configurable item.
[0139] Step 4006, Scene Listener 423 initializes view mapping rules.
[0140] For example, scene listener 423 initializes the listening to view mapping rules, which can notify the view mapping rule management component 427 of animation window layer 420 to initialize the listening data of view mapping rules, set them to null or set them to default values, and define them as configurable items.
[0141] In step 4007, the specific application service 410, in response to detecting an animation trigger event, notifies the motion effect management component 421 of the animation window layer 420 that an animation trigger event has been detected.
[0142] For example, after a specific application service 410 detects that a user's behavior triggers an animation, it can notify the animation window layer 420 that an animation trigger event has been detected, informing it of the animation corresponding to the event. The animation corresponding to the event can be confirmed by the specific application service 410 and sent to the animation effect management component 421 of the animation window layer 420, or the animation effect management component 421 of the animation window layer 420 can determine the corresponding animation based on the animation trigger event sent by the specific application service 410.
[0143] In step 4008, the motion effect management component 421 of the animation window layer 420 notifies the scene listener 423 that an animation trigger event has been detected and registers the scene task with the scene listener 423.
[0144] Step 4009: The scene listener 423 of the animation window layer 420 loads the animation window rule corresponding to the animation from the animation window rule management component 430.
[0145] For example, after receiving an animation that needs to be played, the scene listener 423 can request the animation window rule corresponding to the animation from the animation window rule management component 424 and listen to it.
[0146] In step 4010, the animation window rule management component 424 calls back the animation window rule corresponding to the animation to the scene listener 423.
[0147] For example, the animation window rule management component 424 can store animation window rules for various types of animations. After receiving a request from the scene listener 423, the animation window rule management component 424 can find the animation window rule corresponding to the animation and send the found animation window rule to the scene listener 423.
[0148] Step 4011: The scene listener 423 of the animation window layer 420 loads the global animation rule corresponding to the animation from the global animation rule management component 425.
[0149] For example, after receiving an animation that needs to be played, the scene listener 423 can request the global animation rule corresponding to the animation from the global animation rule management component 425 and listen to it.
[0150] In step 4012, the global animation rule management component 425 sends the global animation rule corresponding to the animation back to the scene listener 423.
[0151] For example, the global animation rule management component 425 can store global animation rules for various types of animations. Upon receiving a request from the scene listener 423, the global animation rule management component 425 can find the global animation rule corresponding to the animation and send the found global animation rule to the scene listener 423.
[0152] Step 4013: Scene listener 423 loads the animation window rule corresponding to the animation from background display rule management component 426.
[0153] For example, after determining the animation to be played, the motion effect management component 421 can request the background display rule corresponding to the animation from the background display rule management component 426 and listen for it.
[0154] In step 4014, the background display rule management component 426 sends the background display rule corresponding to the animation back to the scene listener 423.
[0155] For example, the background display rule management component 426 can store background display rules for various animations. After receiving a request from the motion effect management component 421, the background display rule management component 426 can find the background display rule corresponding to the animation and send the found background display rule to the scene listener 423.
[0156] Step 4015: Scene listener 423 loads the view mapping rule corresponding to the animation from view mapping rule management component 427.
[0157] For example, after determining the animation to be played, the scene listener 423 can request the view mapping rule corresponding to the animation from the view mapping rule management component 427 and listen to it.
[0158] In step 4016, the view mapping rule management component 427 sends the view mapping rule corresponding to the animation back to the scene listener 423.
[0159] For example, the view mapping rule management component 427 can store view mapping rules for various animations. After receiving a request from the motion effect management component 421, the view mapping rule management component 427 can find the view mapping rule corresponding to the animation and send the found view mapping rule to the scene listener 423.
[0160] It should be understood that, for ease of understanding, the loading and callback of each rule are divided into multiple steps in the above text. In other scenarios, the loading of each rule can also be executed simultaneously, and the loading order can be adjusted as needed. This application does not impose any restrictions on this.
[0161] The loading and callback processes of each rule disclosed in steps 4009-4016 above are all mapped to the animation playback process. When each rule is called back to the scene listener, the scene listener will perform status monitoring to determine whether to start playing the animation corresponding to the target rule and whether to play to the target progress area.
[0162] In step 4017, the scene listener 423 responds to the scene task registration, generates a playback signal, and sends the playback signal to the scene controller 422.
[0163] For example, the scene listener 423 monitors the playback status of the animation content, such as whether the animation corresponding to the target rule has started playing and whether it has reached the target progress area. It can also send the detected target progress area to the scene controller 422. The scene controller 422 performs scene linkage control based on the status monitoring results. When it detects the playback of the animation of the target rule and the playback to the target progress area, it generates a scene control signal. Based on the scene control signal, it calls the preset scene linkage rule to realize scene linkage control.
[0164] In step 4018, the scene controller 422 sends a playback signal to the motion effects management component 421.
[0165] In step 4019, the motion effect management component 421 executes the animation based on the playback signal and notifies the specific application service 410 that the animation execution is complete.
[0166] For example, the motion effect management component 421 adjusts the properties of the animation window layer and the properties of the view object based on the various rules fed back by the animation window rule management component 424, the global animation rule management component 425, the background display rule management component 426, and the view mapping rule management component 427, so as to enable the animation to be played through the animation window layer.
[0167] According to some implementation methods of this application, the vehicle terminal can perform scene-based control by registering scene tasks and monitoring animation playback status, and then perform scene-based control based on the status monitoring results. This allows for the simultaneous implementation of animation effects and scene effects, enabling coordinated control of animation and scene, and providing users with a rich experience.
[0168] The steps of the various methods described above are only for clarity. In implementation, they can be combined into one step or some steps can be split into multiple steps. As long as they include the same logical relationship, they are all within the protection scope of this disclosure. Adding insignificant modifications or introducing insignificant designs to the algorithm or process, but without changing the core design of the algorithm and process, are also within the protection scope of this disclosure.
[0169] Further reference Figure 5 As an implementation of the methods shown in the above figures, this disclosure provides an embodiment of an animation scene control device, which corresponds to the above method embodiment and can be specifically applied to various electronic devices.
[0170] As shown in Figure 500, the animation scene control device 500 of this embodiment may include: an animation window layer 501, which includes a motion effect management module 5011, a scene listener 5012, and a scene controller 5013. The motion effect management module 5011 is used to register a scene task with the scene listener 5012 in response to detecting an animation trigger event; the scene listener 5012 is used to generate a playback signal in response to the scene task registration; the animation window layer 501 is used to play the animation content according to a set of display rules after receiving the playback signal; the scene listener 5012 is also used to monitor the status of the animation content playback process; and the scene controller 5013 is used to perform scene linkage control based on the status monitoring results.
[0171] In this embodiment, the specific processing of the animation scene control device 400, including the motion effect management module 5011, the scene listener 5012, and the scene controller 5013, and the resulting technical effects, can be referred to the relevant descriptions of the above method embodiments, and will not be repeated here.
[0172] In some possible implementations, the scene listener 5012 is also used to: in response to scene task registration, determine the target rules and target progress areas where scene linkage exists based on the scene task.
[0173] In some possible implementations, when the scene listener 5012 monitors the status of the animation content during playback, it performs the following: listening to whether the animation corresponding to the target rule has started playing, and listening to whether the playback has reached the target progress area.
[0174] In some possible implementations, the scene controller 5013 performs scene linkage control based on the state monitoring results, which includes: generating a scene control signal in response to the monitoring of the animation playback of the target rule and the playback reaching the target progress area; and calling a preset scene linkage rule based on the scene control signal to realize scene linkage control.
[0175] This embodiment exists as a device embodiment corresponding to the above method embodiment. The technical effects brought about by the animation scene control device provided in this embodiment can be referred to the relevant descriptions in the above method embodiments, which will not be repeated here.
[0176] According to embodiments of this disclosure, this disclosure also provides an in-vehicle terminal, which includes: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, which, when executed by the at least one processor, enable the at least one processor to implement the animation scene control method described in any of the above embodiments.
[0177] According to embodiments of this disclosure, this disclosure also provides a readable storage medium storing computer instructions that enable a computer to implement the animation scene control method described in any of the above embodiments when executed.
[0178] According to embodiments of this disclosure, this disclosure also provides a computer program product that, when executed by a processor, can implement the animation scene control method described in any of the above embodiments.
[0179] Figure 6 A schematic block diagram of an example electronic device 600 that can be used to implement embodiments of the present disclosure is shown. The electronic device is intended to represent components on an in-vehicle terminal, an in-vehicle infotainment system, a vehicle, other intelligent devices / in-vehicle terminals with an operating system, components on an in-vehicle infotainment system, components on a vehicle, components on other intelligent devices with an operating system, and so on. The components shown herein, their connections and relationships, and their functions are merely examples and are not intended to limit the implementation of the present disclosure described and / or claimed herein.
[0180] like Figure 6 As shown, device 600 includes a computing unit 601, which can perform various appropriate actions and processes based on a computer program stored in read-only memory (ROM) 602 or a computer program loaded from storage unit 608 into random access memory (RAM) 603. RAM 603 may also store various programs and data required for the operation of device 600. The computing unit 601, ROM 602, and RAM 603 are interconnected via bus 604. Input / output (I / O) interface 605 is also connected to bus 604.
[0181] Multiple components in device 600 are connected to I / O interface 605, including: input unit 606; output unit 607; storage unit 608; and communication unit 609. Communication unit 609 allows device 600 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.
[0182] The computing unit 601 can be a variety of general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of the computing unit 601 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various special-purpose artificial intelligence (AI) computing chips, various computing units running machine learning model algorithms, a digital signal processor (DSP), and any suitable processor, controller, microcontroller, etc. The computing unit 601 performs the various methods and processes described above, such as animation scene control methods. For example, in some embodiments, the animation scene control method may be implemented as a computer software program tangibly contained in a machine-readable medium, such as storage unit 608. In some embodiments, part or all of the computer program may be loaded and / or installed on device 600 via ROM 602 and / or communication unit 609. When the computer program is loaded into RAM 603 and executed by the computing unit 601, one or more steps of the animation scene control method described above may be performed. Alternatively, in other embodiments, the computing unit 601 may be configured to perform the animation scene control method by any other suitable means (e.g., by means of firmware).
[0183] Various embodiments of the systems and techniques described above herein can be implemented in digital electronic circuit systems, integrated circuit systems, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), systems-on-a-chip (SoCs), payload-programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various embodiments may include implementations in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which may be a dedicated or general-purpose programmable processor, capable of receiving data and instructions from a storage system, at least one input device, and at least one output device, and transmitting data and instructions to the storage system, the at least one input device, and the at least one output device.
[0184] The program code used to implement the methods of this disclosure may be written in any combination of one or more programming languages. This program code may be provided to a processor or controller of a general-purpose computer, special-purpose computer, or other programmable data processing apparatus, such that when executed by the processor or controller, the program code causes the functions / operations specified in the flowcharts and / or block diagrams to be implemented. The program code may be executed entirely on a machine, partially on a machine, as a standalone software package partially on a machine and partially on a remote machine, or entirely on a remote machine or server.
[0185] In the context of this disclosure, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
[0186] To provide interaction with the user, the systems and technologies described herein can be implemented in an in-vehicle infotainment system, which includes: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user; and an input device (e.g., a touch device, a voice input device, a gesture detection device) through which the user can provide input to the computer. Other types of devices can also be used to provide interaction with the user; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or haptic feedback); and input from the user can be received in any form (including voice input, speech input, haptic input, or gesture input).
[0187] The systems and technologies described herein can be implemented in vehicle infotainment systems that include backend components (e.g., as a data server), middleware components (e.g., an application server), frontend components (e.g., a vehicle infotainment system with a graphical user interface or web browser through which a user can interact with implementations of the systems and technologies described herein), or any combination of such backend, middleware, or frontend components. The components of the system can be interconnected via digital data communication (e.g., a communication network) of any form or medium. Examples of communication networks include local area networks (LANs), wide area networks (WANs), and the Internet.
[0188] According to the technical solution of this disclosure embodiment, scene task registration is performed in response to the detection of an animation trigger event, playback status is monitored during the playback of animation content, and scene linkage control is performed based on the status monitoring results. In this way, scene effect is achieved at the same time as animation effect through scene task registration and animation playback status monitoring, and linkage control between animation and scene can be realized, which can provide users with a rich experience.
[0189] It should be understood that the various forms of processes shown above can be used to rearrange, add, or delete steps. For example, the steps described in this disclosure can be executed in parallel, sequentially, or in different orders, as long as the desired result of the technical solution disclosed in this disclosure can be achieved, and this is not limited herein.
[0190] The specific embodiments described above do not constitute a limitation on the scope of protection of this disclosure. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this disclosure should be included within the scope of protection of this disclosure.
Claims
1. A method of controlling an animation scene, characterized by, including: Upon detecting an animation trigger event, perform scene task registration; Upon scene task registration, generate a playback signal; Upon the playback signal, play animation content according to a display rule set; Monitor the status of the playback process of the animation content; Perform scene linkage control according to the status monitoring result.
2. The method of claim 1, wherein, The monitoring of the status of the playback process of the animation content includes: Monitor whether to start playing the animation corresponding to the target rule and whether to play to the target progress area.
3. The method of claim 2, wherein, The performing of scene linkage control according to the status monitoring result includes: Upon detecting that the animation of the target rule is played and played to the target progress area, generate a scene control signal; According to the scene control signal, call a preset scene linkage rule to implement scene linkage control.
4. The method of claim 2, wherein, The method further includes: Upon scene task registration, determine the target rule and target progress area with scene linkage according to the scene task.
5. The method according to any one of claims 1 to 4, wherein, The scene control signal includes control signals for at least one component; The at least one component is a component inside the vehicle.
6. The method according to claim 5, wherein, The at least one component includes: a speaker component and / or an ambient light component and / or a seat.
7. The method according to any one of claims 2-4, wherein, The animation trigger event is a trigger event for a target view element, and the target view element is included in a target application window; The playing of the animation content according to the display rule set includes: According to the display rule set, play the animation content by an animation window layer; The animation window layer is created before the animation trigger event occurs, the level of the animation window layer is higher than the levels of the target application window and other application windows, and the display effect range of the animation at least covers the target application window, or at least covers the target application window and at least one of the other application windows.
8. The method according to claim 7, wherein, The display rule set includes: An animation window rule for constraining the attributes of the animation window layer; A global animation rule for constraining the playback attributes of the animation content and managing the animation playback process; A background display rule for constraining the background display mode of the animation window layer; A view mapping rule for constraining the animation content mapped by a view object; Wherein, the animation window layer includes the view object, and the view object is created by the animation window layer before the animation trigger event occurs; The target rule includes at least one of the animation window rule, the global animation rule, the background display rule or the view mapping rule.
9. The method according to claim 8, wherein, The playing of the animation content according to the display rule set includes: Configure the attributes of the animation window layer according to the animation window rule; Configure the playback attributes of the animation content and manage the animation playback process according to the global animation rule; Adjust the background display of the animation window layer according to the background display rule; Map the view object in the animation window layer to a specified target object according to the view mapping rule.
10. The method according to claim 8 or 9, wherein, Before monitoring the status of the playback process of the animation content, the method further includes: Add an animation window rule status monitoring event and allocate a first monitoring label; Add a global animation rule state listener event and assign a second listener tag; Add a background display rule status listener event and assign a third listener tag; Add a view mapping rule state listener event and assign a fourth listener label.
11. An animation scene control device, characterized in that, include: An animation window layer, which includes a motion effect management module, a scene listener, and a scene controller; The motion effects management module is used to register scene tasks with the scene listener in response to the detection of an animation trigger event; The scene listener is used to generate a playback signal in response to scene task registration; The animation window layer is used to play animation content according to the set of display rules after receiving the playback signal; The scene listener is also used to monitor the status of the animation content during playback. The scene controller is used to perform scene linkage control based on the status monitoring results.
12. The apparatus according to claim 11, wherein, When the scene listener monitors the status of the animation content during playback, it performs the following: Listen for whether the animation corresponding to the target rule has started playing, and listen for whether it has reached the target progress area.
13. The apparatus according to claim 12, wherein, The scene controller performs scene linkage control based on the status monitoring results, and is used to execute: In response to the detection of animation playback under the target rule and the playback reaching the target progress area, a scene control signal is generated; Based on the scene control signal, a preset scene linkage rule is invoked to achieve scene linkage control.
14. The apparatus according to claim 11, wherein, The scene listener is also used for: In response to scene task registration, the target rules and target progress areas with scene linkage are determined based on the scene task.
15. A vehicle-mounted terminal, the vehicle-mounted terminal comprising: At least one processor; And a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor to enable the at least one processor to perform the steps of the method according to any one of claims 1 to 10.
16. A computer-readable storage medium storing a computer program, characterized in that, When the computer program is executed by a processor, it implements the method as described in any one of claims 1 to 10.